Recent logs - v1.9.4

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Showing 100 older messages. One row per game and distinct message text; Hits counts every report of it.

Game title Version Latest Report Hits Message
Dragon Ball Z: Tenkaichi Tag Team v1.9.4 2024-01-21 6 MIPSCompileOp: Invalid instruction 000000fa
Harry Potter and the Goblet of Fire™ v1.6.3-492-g9fddfff66 2020-06-16 1 Decoding texture from VRAM mirror at 04710000 swizzle=0
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-492-g9fddfff66 2025-01-15 4 sceDmacMemcpy(dest=0414e000, src=095dc150, size=210944): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-15 1 sceDmacMemcpy(dest=04188240, src=0910a620, size=64): overlapping read
YggdraUnion v1.6.3-492-g9fddfff66 2020-06-17 3 sceDmacMemcpy(dest=09452900, src=08510840, size=130064): overlapping read
英雄伝説 空の軌跡 the 3rd v1.9.0 2025-12-16 2 sceIoIoctl(disc0:/sce_lbn07bea8_size0x3f5d0, 0101000a, 09faf8c0, 4, 00000000, 0)
英雄伝説 空の軌跡 the 3rd v1.9.0 2025-12-16 2 sceIoIoctl(disc0:/sce_lbn07dc04_size0x37283, 0101000a, 09faf8c0, 4, 00000000, 0)
YggdraUnion v1.6.3-492-g9fddfff66 2020-06-15 1 sceDmacMemcpy(dest=09471640, src=085a96c0, size=38976): overlapping read
真・三國無双6 Special v1.6.3-492-g9fddfff66 2020-06-14 1 sceDmacMemcpy(dest=0989d3d0, src=09ece440, size=5664): overlapping read
Tomb Raider: Anniversary™ v1.6.3-492-g9fddfff66 2020-06-14 1 sceDmacMemcpy(dest=0419c400, src=094e1720, size=5120): overlapping read
YggdraUnion v1.6.3-492-g9fddfff66 2020-06-14 1 sceDmacMemcpy(dest=094900c0, src=084c4340, size=38976): overlapping read
Virtua Tennis 3 v1.9.4 2025-03-14 15 80630011=sceAtracSetDataAndGetID(08cd9fc0, 00000004): buffer too small
YggdraUnion v1.6.3-492-g9fddfff66 2020-06-14 1 sceDmacMemcpy(dest=094cf740, src=084f4780, size=130064): overlapping read
God of War®: Ghost of Sparta v1.6.3-492-g9fddfff66 2020-06-14 1 Unknown GE command : 3961f800
God of War®: Ghost of Sparta v1.6.3-492-g9fddfff66 2020-06-14 1 Unknown GE command : 39b4dc00
WWE'12 v1.6.3-492-g9fddfff66 2020-06-13 1 sceDmacMemcpy(dest=0415fde0, src=0970d740, size=65552): overlapping read
ねんどろいど じぇねれ~しょん v1.6.3-492-g9fddfff66 2020-06-13 1 sceDmacMemcpy(dest=04181c00, src=092e5570, size=8192): overlapping read
ようこそ ひつじ村 ポータブル v1.9.0 2022-11-10 3 Branch in RSRTComp delay slot at 08970bd0 in block starting at 08970bb0
機動戦士ガンダム ガンダムVS.ガンダムNEXT PLUS v1.9.0 2022-12-09 3 WriteToHardware: Invalid address 00000004 near PC 08000000 LR 08000000
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-492-g9fddfff66 2020-06-13 1 00000000=sceUtilityScreenshotInitStart(09cf4408)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-492-g9fddfff66 2020-06-13 1 00000000=sceUtilityScreenshotInitStart(09cf43c8)
NARUTO SHIPPUDEN: Ultimate Ninja Impact v1.6.3-492-g9fddfff66 2020-06-13 1 00000000=sceUtilityScreenshotInitStart(09cf4388)
英雄伝説 零の軌跡 v1.9.0 2023-05-31 6 sceIoIoctl(disc0:/sce_lbn080020_size0x3f7fc, 0101000a, 09faf8c0, 4, 00000000, 0)
Midnight Club L.A. Remix v1.6.3-492-g9fddfff66 2020-06-13 1 GL ran out of GPU memory; switching to low memory mode
God of War®: Ghost of Sparta v1.6.3-492-g9fddfff66 2020-06-13 1 Unknown GE command : 39813000
Harry Potter and the Goblet of Fire™ v1.6.3-492-g9fddfff66 2020-06-12 1 Main module has start func (6f6e755f) different from entry (08808e98)?
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-12 1 sceDmacMemcpy(dest=0413d0c0, src=09101fe0, size=192): overlapping read
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-06-12 1 Unknown GE command : b6e4ef00
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-492-g9fddfff66 2025-04-03 8 sceDmacMemcpy(dest=0414e000, src=0952e310, size=198032): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-492-g9fddfff66 2024-11-12 6 sceDmacMemcpy(dest=0414e000, src=095dc180, size=155872): overlapping read
MONSTER HUNTER PORTABLE 3rd HD Ver. v1.6.3-492-g9fddfff66 2020-06-10 1 800200d3=sceKernelStartThread(307, -559038737, deadbeef): bad thread argument pointer/length deadbeef / deadbeef
Dragon Ball Z: Tenkaichi Tag Team v1.9.0 2022-01-22 9 Failed to reschedule: out of threads on queue (-1, -1)
YggdraUnion v1.6.3-492-g9fddfff66 2020-06-09 1 sceDmacMemcpy(dest=085da580, src=094a0e00, size=40000): overlapping read
YggdraUnion v1.6.3-492-g9fddfff66 2020-06-09 1 sceDmacMemcpy(dest=094a4a80, src=084f47c0, size=38976): overlapping read
YggdraUnion v1.6.3-492-g9fddfff66 2020-06-09 1 sceDmacMemcpy(dest=09460ac0, src=08683b40, size=102032): overlapping read
CRISIS CORE -FINAL FANTASY VII- v1.6.3-492-g9fddfff66 2020-06-09 1 sceDmacMemcpy(dest=09dbd080, src=0860cf80, size=34816): overlapping read
God of War®: Ghost of Sparta v1.6.3-492-g9fddfff66 2020-06-08 1 Unknown GE command : 34191412
ナルティメットアクセル3 v1.6.3-492-g9fddfff66 2020-06-08 2 00000000=sceUtilityScreenshotInitStart(09a57818)
Yggdra Union™ v1.6.3-492-g9fddfff66 2020-06-12 3 sceDmacMemcpy(dest=093a1400, src=08599e80, size=100352): overlapping read
Gun™ Showdown v1.6.3-492-g9fddfff66 2024-08-06 2 GL ran out of GPU memory; switching to low memory mode
KINGDOM HEARTS Birth by Sleep v1.9.0 2022-10-01 2 Ignoring possible render to texture at 04154000 +64x41 / 128x128
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-492-g9fddfff66 2020-06-07 1 sceDmacMemcpy(dest=0414e000, src=095c6a70, size=277104): overlapping read
ScoobyDoo! Who's Watching Who? v1.6.3-492-g9fddfff66 2020-12-15 3 sceDmacMemcpy(dest=04088000, src=0937a410, size=557056): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-492-g9fddfff66 2020-06-07 1 sceDmacMemcpy(dest=0414e000, src=095b04a0, size=268832): overlapping read
Grand Theft Auto®: Chinatown Wars™ v1.6.3-492-g9fddfff66 2020-06-07 1 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 81) Syntax error fs: 00000000:0020d802 Tex LM Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = vec4(t.rgb * p.rgb, p.a) + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f31111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRange
Grand Theft Auto®: Chinatown Wars™ v1.6.3-492-g9fddfff66 2020-06-07 1 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 81) Syntax error fs: 00010000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) v.a = 0.0; gl_FragColor = v; } vs: 01f31111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <=
Grand Theft Auto®: Chinatown Wars™ v1.6.3-492-g9fddfff66 2020-06-07 3 Error in shader program link: info: ERROR:LEX/PARSE-1 (line 81) Syntax error fs: 00000000:0020d822 Tex TexAlpha LM Fog TFuncMod AlphaTest > #version 100 precision lowp float; uniform sampler2D tex; uniform sampler2D testtex; varying vec4 v_color0; varying vec3 v_color1; uniform vec3 u_fogcolor; varying mediump float v_fogdepth; varying mediump vec3 v_texcoord; void main() { vec4 s = vec4(v_color1, 0.0); vec4 t = texture2D(tex, v_texcoord.xy); vec4 p = v_color0; vec4 v = p * t + s; float fogCoef = clamp(v_fogdepth, 0.0, 1.0); v = mix(vec4(u_fogcolor, v.a), v, fogCoef); float aResult = texture2D(testtex, vec2(v.a * 0.996094 + 0.001953, 0)).a; if (aResult < 0.5) discard; gl_FragColor = v; } vs: 01f31111:00000b15 HWX T N LM Fog Tex Light: 0: c:1 t:0 1: c:1 t:0 2: c:1 t:0 3: c:1 t:0 MatUp:3 #version 100 precision highp float; attribute vec3 position; attribute mediump vec3 normal; attribute vec2 texcoord; uniform mat4 u_proj; uniform mat4 u_world; uniform mat4 u_view; uniform vec4 u_uvscaleoffset; uniform vec3 u_lightpos0; uniform lowp vec3 u_lightambient0; uniform lowp vec3 u_lightdiffuse0; uniform lowp vec3 u_lightspecular0; uniform vec3 u_lightpos1; uniform lowp vec3 u_lightambient1; uniform lowp vec3 u_lightdiffuse1; uniform lowp vec3 u_lightspecular1; uniform vec3 u_lightpos2; uniform lowp vec3 u_lightambient2; uniform lowp vec3 u_lightdiffuse2; uniform lowp vec3 u_lightspecular2; uniform vec3 u_lightpos3; uniform lowp vec3 u_lightambient3; uniform lowp vec3 u_lightdiffuse3; uniform lowp vec3 u_lightspecular3; uniform lowp vec4 u_ambient; uniform lowp vec3 u_matdiffuse; uniform lowp vec4 u_matspecular; uniform lowp vec3 u_matemissive; uniform lowp vec4 u_matambientalpha; uniform highp vec2 u_fogcoef; uniform highp vec4 u_cullRangeMin; uniform highp vec4 u_cullRangeMax; varying lowp vec4 v_color0; varying lowp vec3 v_color1; varying mediump vec3 v_texcoord; varying mediump float v_fogdepth; void main() { vec3 worldpos = (u_world * vec4(position.xyz, 1.0)).xyz; mediump vec3 worldnormal = normalize((u_world * vec4(normal, 0.0)).xyz); vec4 viewPos = u_view * vec4(worldpos, 1.0); vec4 outPos = u_proj * viewPos; lowp vec4 lightSum0 = u_ambient * u_matambientalpha + vec4(u_matemissive, 0.0); lowp vec3 lightSum1 = vec3(0.0); vec3 toLight; lowp vec3 diffuse; mediump float ldot; toLight = u_lightpos0; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse0 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular0 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient0 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos1; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse1 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular1 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient1 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos2; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse2 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular2 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient2 * u_matambientalpha.rgb + diffuse); toLight = u_lightpos3; ldot = max(dot(toLight, worldnormal), 0.0); diffuse = (u_lightdiffuse3 * u_matdiffuse) * ldot; ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal); if (ldot > 0.0) lightSum1 += u_lightspecular3 * u_matspecular.rgb * (pow(ldot, u_matspecular.a) ); lightSum0.rgb += (u_lightambient3 * u_matambientalpha.rgb + diffuse); v_color0 = clamp(lightSum0, 0.0, 1.0); v_color1 = clamp(lightSum1, 0.0, 1.0); v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0); v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y; vec3 projPos = outPos.xyz / outPos.w; if (u_cullRangeMin.w <= 0
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-492-g9fddfff66 2020-06-07 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09b5b444, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-492-g9fddfff66 2020-06-07 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09b5b444, 4, 00000000, 0)
Yggdra Union™ v1.6.3-492-g9fddfff66 2020-06-07 1 sceDmacMemcpy(dest=08709c40, src=093957c0, size=43008): overlapping read
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-492-g9fddfff66 2020-06-07 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09bad654, 4, 00000000, 0)
刺客信条 血统 汉化版 PLAY汉化组 v1.6.3-492-g9fddfff66 2020-06-07 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09bad654, 4, 00000000, 0)
Assassin's Creed: Bloodlines™ v1.6.3-492-g9fddfff66 2020-06-07 1 UNIMPL sceIoDevctl("usbpspcm:", 03415002, 09da6de4, 4, 00000000, 0)
From Russia With Love™ v1.6.3-492-g9fddfff66 2023-09-20 6 GL ran out of GPU memory; switching to low memory mode
喧嘩番長5~漢の法則~ v1.6.3-492-g9fddfff66 2020-06-06 3 00000000=sceUtilityScreenshotInitStart(096b0a10)
喧嘩番長5~漢の法則~ v1.6.3-492-g9fddfff66 2020-06-06 1 00000000=sceUtilityScreenshotInitStart(096ac5b0)
喧嘩番長5~漢の法則~ v1.6.3-492-g9fddfff66 2020-06-06 2 00000000=sceUtilityScreenshotInitStart(096a8500)
喧嘩番長5~漢の法則~ v1.6.3-492-g9fddfff66 2020-06-06 1 00000000=sceUtilityScreenshotInitStart(096a94f0)
喧嘩番長5~漢の法則~ v1.6.3-492-g9fddfff66 2020-06-06 2 00000000=sceUtilityScreenshotInitStart(096abda0)
喧嘩番長5~漢の法則~ v1.6.3-492-g9fddfff66 2020-06-06 1 00000000=sceUtilityScreenshotInitStart(096a8450)
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-06 1 sceDmacMemcpy(dest=04142980, src=092c27e0, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-06 1 sceDmacMemcpy(dest=04153b80, src=09349300, size=128): overlapping read
明治東亰恋伽 トワヰライト・キス v1.6.3-492-g9fddfff66 2025-09-22 3 sceDmacMemcpy(dest=04088000, src=08f09e30, size=557056): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-06 1 sceDmacMemcpy(dest=04157cc0, src=0923b2c0, size=128): overlapping read
Daxter v1.6.3-492-g9fddfff66 2020-06-06 1 UNIMPL sceIoDevctl("usbpspcm:", 03415001, 09eb31c0, 4, 00000000, 0)
FIFA 14 v1.6.3-492-g9fddfff66 2020-06-06 1 Unable to allocate stack for root thread.
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-05 1 sceDmacMemcpy(dest=0416a440, src=0924bb40, size=128): overlapping read
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-05 1 sceDmacMemcpy(dest=04162680, src=09456e40, size=128): overlapping read
喧嘩番長3~全国制覇~ v1.6.3-492-g9fddfff66 2020-06-05 1 00000000=sceUtilityScreenshotInitStart(092a2980)
NARUTO SHIPPUDEN: Ultimate Ninja Heroes 3 v1.6.3-492-g9fddfff66 2020-06-05 1 00000000=sceUtilityScreenshotInitStart(09a70778)
EA SPORTS™ FIGHT NIGHT Round 3 v1.7.5 2020-08-13 3 Unable to allocate stack for root thread.
グランナイツヒストリー v1.6.3-492-g9fddfff66 2020-06-03 1 00000000=sceUtilityScreenshotInitStart(08c27520)
タクティクスオウガ 運命の輪 v1.6.3-492-g9fddfff66 2020-06-03 3 Unknown GE command : 34343433
タクティクスオウガ 運命の輪 v1.6.3-492-g9fddfff66 2020-06-03 37 JUMP to illegal address 02f49948 - ignoring! data=440301
ゴッド・オブ・ウォー 落日の悲愴曲 v1.6.3-492-g9fddfff66 2020-06-03 1 Unknown GE command : fd3fe001
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-492-g9fddfff66 2020-06-02 1 sceDmacMemcpy(dest=0414e000, src=095b02c0, size=218352): overlapping read
Tomb Raider: Anniversary™ v1.6.3-492-g9fddfff66 2020-06-02 1 sceDmacMemcpy(dest=041b1c00, src=08dbd1b0, size=5120): overlapping read
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-492-g9fddfff66 2024-05-23 3 sceDmacMemcpy(dest=0414e000, src=095b0300, size=298912): overlapping read
Spider-Man 3 v1.6.3-492-g9fddfff66 2021-07-15 2 Jump to invalid address: 04e79580
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-06-01 1 VTYPE with morph used: THRU=0 TC=3 COL=3 POS=3 NRM=3 WT=0 NW=8 IDX=2 MC=8
God of War: Chains of Olympus v1.6.3-492-g9fddfff66 2020-06-01 1 Unknown GE command : 29736f72
白騎士物語® -episode.portable- ドグマ・ウォーズ v1.6.3-492-g9fddfff66 2020-06-01 2 00000000=sceUtilityScreenshotInitStart(09c91c9c)
白騎士物語® -episode.portable- ドグマ・ウォーズ v1.6.3-492-g9fddfff66 2020-06-01 10 00000000=sceUtilityScreenshotInitStart(09c9981c)
白騎士物語® -episode.portable- ドグマ・ウォーズ v1.6.3-492-g9fddfff66 2020-06-01 6 00000000=sceUtilityScreenshotInitStart(09c920ec)
MONSTER HUNTER FREEDOM UNITE™ v1.6.3-492-g9fddfff66 2020-06-01 1 sceDmacMemcpy(dest=0414e000, src=095901b0, size=244016): overlapping read
初音ミク -Project DIVA- 2nd お買い得版 v1.6.3-492-g9fddfff66 2020-06-01 1 00000000=sceUtilityScreenshotInitStart(092be830)
Tiger Woods PGA TOUR® 06 v1.6.3-492-g9fddfff66 2020-06-01 1 sceKernelCreateSema(RealMutex) unsupported options parameter, size = 164919452
ナルティメットインパクト v1.6.3-492-g9fddfff66 2020-06-01 1 sceDmacMemcpy(dest=04126e80, src=08ffb720, size=128): overlapping read
SBK® Superbike World Championship v1.6.3-492-g9fddfff66 2021-05-29 2 sceKernelRegisterSubIntrHandler(30, 0, 08a24d70, 092b0010): duplicate handler
コードギアス 反逆のルルーシュ LOST COLORS v1.6.3-492-g9fddfff66 2020-05-31 1 sceDmacMemcpy(dest=094609d0, src=095a92a0, size=557056): overlapping read
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 07e24200
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 07060020
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 07046b50
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 070d5f00
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 07e4a100
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 07047810
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 07e31880
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 0705af60
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 07e39280
Ben 10 Ultimate Alien Cosmic Destruction v1.6.3-492-g9fddfff66 2020-05-31 1 Jump to invalid address: 07036700

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